View Full Version : Basic Fighting Game Engine - Neo Geo MVS / AES Homebrew

01-05-2017, 12:12 AM
Just found this:


ChuChu Flamingo
01-05-2017, 04:01 AM
That took some effort, they finally made a more generic character than karate man from mugen


01-05-2017, 04:34 AM
That's NeoHomeBrew (http://www.neo-geo.com/forums/member.php?41733-NeoHomeBrew)'s work.
Not bad for a start. But I'm more interested in how things are looking on his Hypernoid project (http://www.yaronet.com/topics/171575-hypernoid-for-neo-geo-mvs-work-in-progress).


01-05-2017, 07:50 AM
Yeah, Hypernoid looks awesome, can't wait to have a go on that one.

01-05-2017, 09:14 AM
That Fighter tech demo looks really good. As challenging as I'm sure all the coding is I'm guessing that when it comes time write the A.I. that is were the magic will really happen.

Hypernoid is looking really good! It's hard to take a really old school video game formula like that and make it feel fresh. Those bosses looks awesome!

01-05-2017, 05:27 PM
Thx for following my homebrewed stuff and for your comments :)

Just want to add that this demo is more a proof of concept than an serious attempt to develop a complete fighting game from the scratch.
It would take an enormous amount of time and persistence to draw and program all the needed parts to finish a game of this scale,
particularly if everything is done by yourself. But who knows, I am a big fan of "old-school" fighting games and it would a dream come true for
me to make it happen one day...

01-06-2017, 12:45 AM
This is the first I've seen of Hypernoid, and it looks fantastic. I enjoyed going through the progress updates in the thread xsq linked to. Good luck with your continued development, NHB.